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Re: new import formats

PostPosted: Thursday, 17.July 2014, 20:10
by ikam
I can't open any blend file too even without animations. And it seems that animation are not yet supported for .blend files (http://assimp.sourceforge.net/lib_html/ ... notes.html)
Anyway you can export it and it works fine with others file format. Collada/dae works pretty well for my tests and it is very lightweight.

Re: new import formats

PostPosted: Thursday, 17.July 2014, 20:52
by Skinnytorus
OK. I'll try checking if my exported animated models work with the open model viewer http://www.open3mod.com/.
Need a bit more time find a way to make it all work in Blender.

Re: new import formats

PostPosted: Friday, 18.July 2014, 06:13
by ikam
assimp also provide a model viewer in its bin folder.

Re: new import formats

PostPosted: Friday, 18.July 2014, 07:06
by Skinnytorus
Yeah. Thanks. This one looks more solid. I must find ways to properly prepare models for exporting. IMO Blender is the best choice.

Re: new import formats

PostPosted: Friday, 18.July 2014, 07:59
by Skinnytorus
OK. I've just managed to export and import an animated .dae model. The problem is that the importer doesn't see multiple actions... Maybe it's the exporter's problem... Anyway, I'll search the web ;)

Re: new import formats

PostPosted: Friday, 18.July 2014, 08:04
by ikam
what is multiple actions ?

Re: new import formats

PostPosted: Friday, 18.July 2014, 08:18
by Skinnytorus
Action is basically an animation sequence in Blender. Several actions may be attached to a mesh. For now, I can only see just one action imported no matter which anim seq number I set in RenderMesh operator.

Edit: this is because I still can't see how to export properly. Assimp viewer shows only one anim sequence available as well.

Re: new import formats

PostPosted: Friday, 18.July 2014, 09:15
by ikam

Re: new import formats

PostPosted: Friday, 18.July 2014, 09:19
by Skinnytorus
The only format that sees actions correctly is FBX. But fbx export is still buggy... Hopefully, it sees some improvement in the next version (Epic games have invested some money in Blender Foundation specifically to enhance FBX export)

Re: new import formats

PostPosted: Friday, 18.July 2014, 09:23
by ikam
great, maybe I should create the wz4 ce fundation to get some money from epic too :lol:

Re: new import formats

PostPosted: Friday, 18.July 2014, 09:35
by Skinnytorus
Then we should first make the Unreal Engine 4 work as a wz4 plugin =)
OK. I'll stick with .dae for now. Working with bones is a f*cking palaver in any app, but I'll get used to it some day ;))

Re: new import formats

PostPosted: Friday, 18.July 2014, 09:44
by ikam
It should be great if wz could be a ue4 plugin too (procedural textures, meshes) ;)

I made a basic animated mesh with bones inside maya, exported it to .dae, it works nice with wz.

Re: new import formats

PostPosted: Friday, 18.July 2014, 10:00
by Skinnytorus
Cool. Have you checked clusters, UVs, normals etc. import for .dae?

Re: new import formats

PostPosted: Friday, 18.July 2014, 10:09
by ikam
not yet. Best is to have a model with all this things to test, I'll try to create one in maya.

Re: new import formats

PostPosted: Friday, 18.July 2014, 10:13
by Skinnytorus
So will I. In Blender... ;))